Code edit (1 edits merged)
Please save this source code
User prompt
In the grid class, implement the getNeighbors method
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'var neighbors = self.getNeighbors(currentBubble);' Line Number: 56
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'var visited = new Set();' Line Number: 50
Code edit (16 edits merged)
Please save this source code
User prompt
Write the getConnectedBubbles function for the grid. It should return the list of unique bubbles of the same type passed to the method such that you get a list of all connected bubbles. Note that the grid is hexagonal in nature, the method should handle that.
Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
User prompt
In the grid class set the X of the grid to half the width of the game
Code edit (4 edits merged)
Please save this source code
User prompt
Add a bubble lesson to the bubble class.
Code edit (1 edits merged)
Please save this source code
Initial prompt
Bubble Shooter
/**** * Classes ****/ // Assets will be automatically created and loaded by the LK engine based on usage in the game code. // Bubble class for the game bubbles var Bubble = Container.expand(function () { var self = Container.call(this); var bubbleGraphics = self.attachAsset('bubble', { anchorX: 0.5, anchorY: 0.5 }); self.pop = function () { // Placeholder for bubble pop logic LK.effects.flashObject(self, 0xFFFFFF, 300); self.destroy(); }; self.update = function () { // Placeholder for bubble movement or other update logic }; }); // Shooter class for the bubble shooter var Shooter = Container.expand(function () { var self = Container.call(this); var shooterGraphics = self.attachAsset('shooter', { anchorX: 0.5, anchorY: 0.5 }); self.shoot = function () { // Placeholder for shooting logic var bubble = new Bubble(); bubble.x = self.x; bubble.y = self.y; game.addChild(bubble); }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Light blue background to represent the sky }); /**** * Game Code ****/ // Initialize shooter var shooter = game.addChild(new Shooter()); shooter.x = game.width / 2; shooter.y = game.height - 100; // Position shooter at the bottom center of the screen // Initialize bubbles array var bubbles = []; // Function to create bubbles at random positions function createBubbles() { for (var i = 0; i < 10; i++) { var bubble = new Bubble(); bubble.x = Math.random() * game.width; bubble.y = Math.random() * (game.height / 2); // Position bubbles in the upper half of the screen game.addChild(bubble); bubbles.push(bubble); } } createBubbles(); // Call function to create initial bubbles // Game update function game.update = function () { // Check for bubble and shooter interactions or other game logic }; // Touch event to shoot bubbles game.down = function (x, y, obj) { shooter.shoot(); }; // Example of handling bubble popping game.up = function (x, y, obj) { bubbles.forEach(function (bubble, index) { if (bubble.intersects(obj)) { bubble.pop(); bubbles.splice(index, 1); } }); if (bubbles.length === 0) { // All bubbles popped, create new bubbles createBubbles(); } };
/****
* Classes
****/
// Assets will be automatically created and loaded by the LK engine based on usage in the game code.
// Bubble class for the game bubbles
var Bubble = Container.expand(function () {
var self = Container.call(this);
var bubbleGraphics = self.attachAsset('bubble', {
anchorX: 0.5,
anchorY: 0.5
});
self.pop = function () {
// Placeholder for bubble pop logic
LK.effects.flashObject(self, 0xFFFFFF, 300);
self.destroy();
};
self.update = function () {
// Placeholder for bubble movement or other update logic
};
});
// Shooter class for the bubble shooter
var Shooter = Container.expand(function () {
var self = Container.call(this);
var shooterGraphics = self.attachAsset('shooter', {
anchorX: 0.5,
anchorY: 0.5
});
self.shoot = function () {
// Placeholder for shooting logic
var bubble = new Bubble();
bubble.x = self.x;
bubble.y = self.y;
game.addChild(bubble);
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB // Light blue background to represent the sky
});
/****
* Game Code
****/
// Initialize shooter
var shooter = game.addChild(new Shooter());
shooter.x = game.width / 2;
shooter.y = game.height - 100; // Position shooter at the bottom center of the screen
// Initialize bubbles array
var bubbles = [];
// Function to create bubbles at random positions
function createBubbles() {
for (var i = 0; i < 10; i++) {
var bubble = new Bubble();
bubble.x = Math.random() * game.width;
bubble.y = Math.random() * (game.height / 2); // Position bubbles in the upper half of the screen
game.addChild(bubble);
bubbles.push(bubble);
}
}
createBubbles(); // Call function to create initial bubbles
// Game update function
game.update = function () {
// Check for bubble and shooter interactions or other game logic
};
// Touch event to shoot bubbles
game.down = function (x, y, obj) {
shooter.shoot();
};
// Example of handling bubble popping
game.up = function (x, y, obj) {
bubbles.forEach(function (bubble, index) {
if (bubble.intersects(obj)) {
bubble.pop();
bubbles.splice(index, 1);
}
});
if (bubbles.length === 0) {
// All bubbles popped, create new bubbles
createBubbles();
}
};
Circular white gradient circle on black background. Gradient from white on the center to black on the outer edge all around.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Soft straight Long red paint on black background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Fire ball. Bubble shooter game. Thin black outline.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
green notification bubble. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.